Fansury, Andi Hamzah
English Language Education Department, Graduate Program, Bosowa University, Indonesia

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Journal : Klasikal: Journal of Education, Language Teaching and Science

REDESIGN SPEAKING SYLLABUS BASED ON THE STUDENTS’ NEEDS AT BOSOWA UNIVERSITY Rampeng Rampeng; Andi Hamzah Fansury; Hj. St Haliah Batau
KLASIKAL : JOURNAL OF EDUCATION, LANGUAGE TEACHING AND SCIENCE Vol 4 No 3 (2022): Klasikal: Journal of Education, Language Teaching and Science
Publisher : Fakultas Keguruan dan Ilmu Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52208/klasikal.v4i3.457

Abstract

This research is aimed to explore the students’ needs in learning speaking English and redesign the syllabus based on the students’ needs in order to improve the students’ skill in speaking English.The population of this research was the second semester students of English, Indonesian, Civic Education and Math Study Program in Faculty of Teacher Training and Education of Bosowa University Makassar in 2021/2022 Academic Year which consisted of 40 students.The result of students’ questionnaires and interviews indicate that redesign syllabus is a must to fulfill the students’ need to give impacts to students’ achievement in learning
IMPLEMENTASI DIGITAL CONTENT ASSISTED LANGUAGE LEARNING DALAM PENGEMBANGAN MATERI AJAR BERBASIS WEB BASED BAGI SISWA SMA DI KAB. TANAH TORAJA Rigel Sampelolo; Andi Hamzah Fansury; Sri Khaerani Rahman
KLASIKAL : JOURNAL OF EDUCATION, LANGUAGE TEACHING AND SCIENCE Vol 4 No 3 (2022): Klasikal: Journal of Education, Language Teaching and Science
Publisher : Fakultas Keguruan dan Ilmu Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52208/klasikal.v4i3.547

Abstract

Perkembangan teknologi merupakan salah satu faktor yang ikut serta mempengaruhi perilaku peserta didik dalam belajar. Dalam Penelitian ini, penulis mencoba untuk membuat media pembelajaran yang menarik bagi siswa dan bisa digunakan tidak hanya pada jam pelajaran tetapi dimanapun dan kapanpun mereka dapat mengaksesmya. Salah satu media yang dapat digunakan yaitu Website. Penelitian ini bertujuan untuk mengimplementasikan Model Pembelajaran berbasis Digital Content (Digital Content Assisted Language Learning) dalam pengembangan media pembelajaran berbasis website. Penelitian ini menggunakan Research and Development dengan menggunakan ADDIE Model. Populasi dan sampel dari penelitian ini adalah siswa SMA di Kabupaten Tanah Toraja pada tahun ajaran 2021/2022. Prosedur pengembangan dibagi dalam lima tahap yaitu 1) Tahap analisis berupa studi pustaka dan studi lapangan dan Analisis kebutuhan, 2) Tahap desain, 3) Tahap pengembangan, 4) Tahap implementasi dan 5) Tahap Evaluasi. Data penelitian dikumpulkan dengan menggunakan dokumentasi dan angket yang dianalisa secara deskriptif dan statistik inferensial melalui program SPSS versi 22 untuk Windows. Hasil penelitian ini guru dapat menerapkan atau menggunakan media pembelajaran yang sesuai perkembangan zaman yaitu berbasis website yang dapat diakses oleh siswa bukan hanya dikelas melaikan dimana saja dan kapan saja. Dengan adanya Media pembelajaran berbasis website tersebut diiharapkan budaya literasi mahasiswa juga dapat meningkat
UJI PRAKTIKALITAS PEMBELAJARAN BERBASIS GIM EDUKASI MENGGUNAKAN GDEVELOP PADA MATA PELAJARAN IPA DI SEKOLAH DASAR Susalti Nur Arsyad; Ahmad Swandi; Yulia Nurmasita Devi; Sri Rahmadhanningsih; Arief Fauzan; Andi Hamzah Fansury
KLASIKAL : JOURNAL OF EDUCATION, LANGUAGE TEACHING AND SCIENCE Vol 4 No 3 (2022): Klasikal: Journal of Education, Language Teaching and Science
Publisher : Fakultas Keguruan dan Ilmu Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52208/klasikal.v4i3.618

Abstract

This research was conducted to find out how to practice science learning for elementary school students using educational games that have been developed with the Gdevelop application. This goal is based on the stigma in the form of public perception that games have a negative impact on learning, as well as a lack of knowledge about using games or other digital learning tools in the classroom, which causes students to become more accustomed to learning using conventional teaching techniques. This research was conducted using a qualitative descriptive method, and the instruments used were questionnaires and interviews using the data analysis technique of Miles and Huberman's model (Analysis Interactive Model). This research was conducted at SDN Lariang Bangi I, the number of respondents in this study were 23 students. The practicality of educational games is determined based on product trials and the responses of teachers and students to educational games. The results of this study indicate that there are (83%) students who agree that the use of educational games as learning media can make it easier for them to understand science learning material. In addition, based on the validation results, it shows that the teacher's assessment of the product is above 80% which indicates that the product is suitable for use in learning. From the results of the research that has been done, it can be concluded that the use of educational games based on Gdevelop is considered very practical in its use.
STUDENT PERCEPTION OF ENGLISH LANGUAGE LEARNING STRATEGIES: A COMPARATIVE STUDY OF TRADITIONAL AND MODERN METHODS Engelina Salainti; Andi Hamzah Fansury
KLASIKAL : JOURNAL OF EDUCATION, LANGUAGE TEACHING AND SCIENCE Vol 6 No 2 (2024): Klasikal: Journal of Education, Language Teaching and Science
Publisher : Fakultas Keguruan dan Ilmu Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52208/klasikal.v6i2.1185

Abstract

This research aimed to investigate the students' perception of Learning English strategies in traditional and modern methods, with the main goal being to understand the preferences and the effectiveness they felt. The Traditional method, such as lecture-based instruction and doing exercises from textbooks, has been used for a long time in the English language learning process, while modern methods, including digital tools and interactive activity in learning, become more popular. The surveys and interviews with the students from Universitas Klabat which has different background majors who took General English classes in 2023/2024-year program, this investigation explores the students' perception of traditional and modern methods in the learning process. The findings showed that nevertheless, the Traditional method was acknowledged considering that it was structured and its detailed explication, on the other hand, the students considered that the modern method was more interesting and conducive to interactive learning. This study gave insights into the strengths and limitations of both methods and offered recommendations to integrate traditional and modern strategies to improve English Education.
AN EVALUATION OF DIGITAL CONTENT ASSISTED LANGUAGE LEARNING ON FANS TO ENGLISH APPLICATION: A CASE STUDY ON SECONDARY SCHOOL IN MAKASSAR Andi Hamzah Fansury
KLASIKAL : JOURNAL OF EDUCATION, LANGUAGE TEACHING AND SCIENCE Vol 6 No 3 (2024): Klasikal: Journal of Education, Language Teaching and Science
Publisher : Fakultas Keguruan dan Ilmu Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52208/klasikal.v6i3.1260

Abstract

In learning foreign languages, especially learning English, the use of digital technology is a necessity, aimed at overcoming the problems that often occur when the teaching and learning process takes place, such as lack of lessons to increase student time in practising language skills, limitations of authentic learning material, and too many students' studies. The writer offers Digital Content Assisted Language Learning (DCALL) as a solution to teaching and learning English. Digital Content Assisted Language Learning (DCALL)is a new form of learning in the digital era recently. DCALL is a content-based learning digital in the form of writings, images, videos, and authentic material obtained from various sources such as the Internet, social media, blogs, email, vlogs, television and so on used to simplify the teaching and learning process. In this study, the researchers want to know the perceptions of teachers and students about Digital Content Assisted Language Learning (DCALL) on Fans to English applications. A qualitative study was applied in this study. The participants in this study were 100 students from secondary schools in Makassar. Questionnaires and interviews were used in this study to know about it. The result of this study was that teachers and students gave positive perceptions about implementing Digital Content Assisted Language Learning (DCALL) on Fans to English applications. Based on the evaluation results, the writer concludes that this application can be used in learning.
TECHNOLOGICAL TOOLS IN EFL CLASS Ramli Ramli; Andi Hamzah Fansury; Vivit Rosmayanti
KLASIKAL : JOURNAL OF EDUCATION, LANGUAGE TEACHING AND SCIENCE Vol 7 No 1 (2025): Klasikal: Journal of Education, Language Teaching and Science
Publisher : Fakultas Keguruan dan Ilmu Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52208/klasikal.v7i1.1313

Abstract

Mobile-assisted Language Learning (MALL) and IoT technology have revolutionized language learning approaches, bringing a new level of flexibility and accessibility to the field. Technological Pedagogical Content Knowledge (TPACK) is a framework for enhancing teacher knowledge and teaching practices in educational contexts. It emphasizes the integration of teacher competencies and the development of Information and Communication Technology (ICT) in language teaching and learning. Some technologies have been integrated into teaching and learning English and effectively enhance language learning experiences, improve language skills, and provide flexibility and accessibility in language education, reflecting a growing interest in leveraging mobile technologies to support EFL instruction, such as LMS, YouTube, podcasts and vodcasts, Kahoot, AI-powered technologies, digital whiteboards, and conferences. Teachers' attitudes, beliefs, and self-efficacy can inform professional development initiatives and instructional strategies for enhancing technology integration in educational settings
STUDENTS’ PERCEPTIONS OF USING ROLE-PLAY TECHNIQUES IN LEARNING ENGLISH Salainti, Engelina; Fansury, Andi Hamzah
KLASIKAL : JOURNAL OF EDUCATION, LANGUAGE TEACHING AND SCIENCE Vol 7 No 2 (2025): Klasikal: Journal of Education, Language Teaching and Science
Publisher : Fakultas Keguruan dan Ilmu Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52208/klasikal.v7i2.1442

Abstract

This study investigated students’ perceptions of using the role-play technique in learning English. The research method employed was a descriptive study with a qualitative approach, involving some students in basic English general classes in the 2025/2026 academic year as participants in this research. Data was gathered through questionnaires focused on the students' experiences and perceptions during the implementation of the role-play technique in English class. The result showed that the majority of students felt an improvement in their motivation and ability to speak in English through this technique. Furthermore, role-play is effective in creating a learning environment that becomes more interactive and enjoyable. Therefore, it supports the English learning process communicatively. This study recommended the implementation of role-play as one of the strategies that improve students’ engagement and learning outcomes.